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What happened to your past projects? #294276
10/17/09 20:53
10/17/09 20:53
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline OP
Expert
sPlKe  Offline OP
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
i mean, we all showed off past projects. what happened to them? tell us what you remember...

i cant rememebr what exactly happened to my first projects, i guess they sucked so hard...

my first released game was called "Bob Stone" i guess. not sure though. it was freeware and it was made with A5 and one of the first gamestudio games that actually got finished that used the then new terrain feature for a snowfield...

ballad of angels was shut down when turrican left, since most of the work in this game was his...

i releasesd MONSTER MEGA MAYHEM for halloween 2007. you can buy it on the icevalk website...

reploid was retooled twice. it will eventually come one day...

i started several small games. none of them ever happened...

skinc! is in production. it gets retooled and overhauled completely...

trixie in fairyland is complete...

razor for my valentine is handled by HeelX so ask him laugh

ambages was released in october this year. you can buy it already online and later the year in stores...

quest for the treasure of the toltec is in development...

Last edited by sPlKe; 10/18/09 21:21.
Re: Whyt happened to your past projects? [Re: sPlKe] #294278
10/17/09 21:44
10/17/09 21:44
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
i never got a project to a level that you can give a name to it. this is what happened to all my projects. (never showed them off though.)



Last edited by Quadraxas; 10/17/09 21:45.

3333333333
Re: Whyt happened to your past projects? [Re: Quad] #294283
10/17/09 22:09
10/17/09 22:09
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
My biggest project; TROF never got released because we never had a good story for it tongue most the other things though were done (atleast code-wise).
We redid the game 3 times actually, and eventually landed (the whole team was 2 persons) us work in the professional business, so not finishing eventually didnt matter, we ended up in the business, and both released a professional title already!
(me; killzone 2, lennart; fairytale fights)


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Whyt happened to your past projects? [Re: Helghast] #294285
10/17/09 22:38
10/17/09 22:38
Joined: May 2007
Posts: 2,043
Germany
Lukas Offline

Programmer
Lukas  Offline

Programmer

Joined: May 2007
Posts: 2,043
Germany
Hmm I think I'll go from present backwards to past:

I published 3D-Tetris 2 more than a year ago and I announced 3D-Tetris 2.1. I never published it yet, but the project is NOT cancelled. Work just goes on slowly and I'm working on other projects at the same time. But I do realise that the upgrade from 3D-Tetris 2.0 to 2.1 takes longer than the upgrade from 1 to 2...

At some time inbetween I made I small game "Black and Red" for the 100 Lines Contest. I sucessfully finished it, but I didn't win anything.

Before that time, I tried to make a jump-and-run game "Rudi the Tin" but after I showed the screenshots in the Showcase (yeah at the good old times the "Projects" section was still called "Showcase I"), the comments of the community convinced me that I was no good level designer or graphic artist and that the project failed (of course I'm not angry to anyone, I'm rather glad you told the truth, it's often difficult to realise how bad your own creation is). So I started to make said 3D-Tetris 2 and thanks to Spike who made the graphics for it laugh

Before that time, I made 3D-Tetris. It helped me to learn about programming and it's the first project I sucessfully finished.

Before that time... well, I once tried to make a poker game, which failed (I later realised that the methods to recognise the hand were totally inefficient). And I tried to make a big economy simulation game, which failed of course, as I totally overestimated my skills. I never published any of that projects, but I still have them on my hard disc xD

Re: Whyt happened to your past projects? [Re: Lukas] #294323
10/18/09 11:38
10/18/09 11:38
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Actually i AM making a project, it's called "The Happy Julnar".

Re: Whyt happened to your past projects? [Re: Quad] #294325
10/18/09 11:46
10/18/09 11:46
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
User
T

Joined: Nov 2008
Posts: 946
Originally Posted By: Quadraxas
i never got a project to a level that you can give a name to it. this is what happened to all my projects. (never showed them off though.)



Same here.
Too high ambitions.
But gained a lot of experience, so I hope my current project will somewhen be something worth to show. grin

Last edited by the_clown; 10/18/09 11:46.
Re: Whyt happened to your past projects? [Re: the_clown] #294327
10/18/09 12:27
10/18/09 12:27
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
Expert
Error014  Offline
Expert

Joined: Jul 2002
Posts: 3,208
Germany
I have like a million old, unfinished projects, so I win and am now officially the least successful member ever.

Oh well, at least I can post plenty in here. For now, this copy&pasted-post from another thread.

Quote:
Back then, this so-called "Real project" was an RPG with lots of similarities to Pokémon. You encountered, fought and caught wild "Monsters", and then used these to fight against the monsters of other "Trainers". It's really similar to Pokemon, but it's in 3D!! Also, the monsters look different.

During the course of this project, several people worked on this, which I'm afraid I cannot list all at this time (I might if I had the backups at hand, but unfortunately, I don't right now). Thanks to them, though! Apart from the "usual suspects" who help me with all my projects (you know who you are :)), I definately have to mention Stefan and our modeller, who called himself "positive_electron" back then (which was a long time ago, I don't know his current nickname, and I also don't know if he was ever active here). Then, there was a guy named KeNiBu. And ... I'm sure I forgot lots of people, for which I apologize.

Have fun with the shots of this unfortunately failed project. Some here have played it!

Part One (the less impressive part)
Part Two (the more impressive part)

Some notes I remember while looking through this.

- The black borders around the screen highlight a "cutscene" or are shown during a dialog, but they don't appear during all cutscenes or dialogs. I don't know what exactly triggered them, but I do remember being exceptionally proud of their nice fade-in-effect.
- The dialogsystem was extremely easy to work with, and very powerful. It also had lots of options like shaking text, automatic centering and what-have-you. I wanted to use TrueType-Fonts at first, but they slowed down the game so much (due to a bug that I'm not sure was ever fixed (I believe it wasn't a Gamestudiobug)) that we went with Bitmap-Fonts. The font used here has been used in many, many other projects since and was made by the amazing Turrican.
For my new project, I made a new dialogsystem, since the old one used execute, and was generally not the best one. The new one "kind-of" encrypts the text, is faster, but uses a standalone editor.
- "BESIEGT" is shown when a monster dies in battle (nobody ever "dies" in these games, they're always just "knocked out"), but in this game, it's "BESIE". Obviously, the text is cut short way too early, but I never bothered to fix that. Huh.
- The "Realtime-facial-animation-code" in this project was made to look like the faces in Wind Waker. It's not too bad, actually, but it doesn't really nail it like Wind Waker did. The code in my current project is closer
- Not shown: If you pressed the spacebar, a menu popped up. It was a neat effect with gears - but thats about the only nice-looking thing in the shots, the "time" and "action"-panels look extremely bland.
- However, the dialog-panels, as well as the "dinodex" and other menu-ish-screens looks nice: Turrican did those, thanks!
- Speaking of other peoples work: Positive_electron did the models, Stefan the levels (but also craeted some models, panels, graphics and what-have-you). I, however, only made horrible programmers art.
- The guy in the pink shirt was supposed to be an annoying character who always told you weird, long and elaborated stories. It was an in-joke to show off the dialog-system. The idea, I believe, was ripped off from Paper Mario 2, where Luigi does the same
- The battle-screens differ a lot. This is mainly due to the fact that there were two battlesystems in place: A turnbased one that worked just like Pokemon, and a realime-based Battle system in whcih you control the monsters movement. Nowadays, I'd try to create a realtimesystem in whcih you indirectly control your monster.
- The battlesystems may look confusing, and they were, but they worked. They weren't balanced great yet, but every attack did its job and could be used.
The code in place for this, however, is a giant mess.
- Even the turnbased battle system had realtime elements: By hitting the left mouse button at the right time, the attack would become stronger (or weaker, depending on if you're attacking or blocking). This shamelessly stolen from Paper Mario, again.
- The grass are actually particles. It was a lot faster this way, but they also had sorting errors and obviously wouldn't eract to lghting.
- The inventory was hastily coded from old pieces of code. It worked, but could easily be taken advantage of by other people - the whole thing was stored in plain text.
The black-and-white-effect was used in several places, and personally, I do think it looks nice!
- Catching the Monsters was possible using "Crystals", for whatever reason. Different Crystals had different effects (i.e. effective at night, effective for water-type-monsters, etc.). Some of those catching-effects looked nice -- but the zoom in was done using camera.arc, so the view-entities are placed incorrectly. Never bothered to fix that.
- The first pic from 11/23/04 is a favorite of mine - the camera position for these kind of animations (i.e. knock out, monster sent out, etc) was chosen randomly, and they do look nice!
- There were two playable areas: The grass-level seen in the first few shots, and a cave-level.
There was also a random-cave-generator in place to provide the player with ENDLESS FUN!! Although I think the random caves were only fun for a short while...
- The "ó" and similar characters were placeholders for symbols (like the male-female-signs).
- The shot from 11/05/04 shows the character looking at the sign. This was done by manipulating the bones, which at that time was a brand-new feature of Acknex.
- The first shot from 11/06/04 is also a favorite of mine, I really like how there's lots and lots of stuff on the screen.
- The trainer battles could be customized a lot, and I remember having a field day with this. Basically all trainers cheat or do something unexpected during the fight. One trainer, in particular, forced the player to balance on a ball of all things, so you always had to balance by moving the mouse while doing battle with him. Good times.

All in all... It was a nice little project, but the scale of it was way too huge, so it's not a large surprise that it was enver finished.
I have never shown the shots before apart from posting them on the website (and, given the pathetic amount of views, this is pretty much "never shown them before"!), so this is a BRAND NEW EXCLUSIVE!
Have fun with that.


Will maybe post more on failed and unsuccessful prototypes, as well as other, bigger (but failed) projects later. Weeeee


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: Whyt happened to your past projects? [Re: Error014] #294351
10/18/09 16:27
10/18/09 16:27
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
projects..

Project Evalo, a online plugin and content pack, is frozen due loss of data and design documents.

Project Scatter, an adventure RPG, is running silently in the backgrounds, renovating the groundwork and making it more and more "easy" to make.

Land of Lies, the cake game is currently on hold due to massive loss of game data.

X-Cube 2 has been completed, with one update.

Other smaller projects either were completed and deleted or never finished due to too ambitious and big project or laziness.


"Yesterday was once today's tomorrow."
Re: Whyt happened to your past projects? [Re: Error014] #294381
10/18/09 19:53
10/18/09 19:53
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Originally Posted By: Error014
I have like a million old, unfinished projects, so I win and am now officially the least successful member ever.


You didn't count with me, i bet i have as many unfinished stuff as you tongue

Most of them died because i lost motivation but on the other hand, i do a lot of prototyping, just to realize a small idea i have in mind and see how it looks like in a game.

It doesn't really matter if i finish the game or not, it gave a lot of experience i can use to work on others peoples project now, for cash.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Whyt happened to your past projects? [Re: Captain_Kiyaku] #294424
10/19/09 05:14
10/19/09 05:14
Joined: Jan 2006
Posts: 69
Missouri, USA
penut Offline
Junior Member
penut  Offline
Junior Member

Joined: Jan 2006
Posts: 69
Missouri, USA
XP crashed......I have learned the way of back-up. lol


Windows 7/ 2.8Ghz Quad Core i7/8 Gigs DDR2ram/ 2 Crossfired ATI 6850's and one crazy Level Designer! On the "Scion" dev team!!

My old Work http://s44.photobucket.com/albums/f34/penut117/
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